Latest news with #onlinegaming
Yahoo
5 days ago
- Yahoo
Roblox rolls out new AI-powered safety measures to protect teens
The online gaming platform Roblox announced new safety measures tor teenagers. The new "age estimation technology" will require users to take a selfie video which will be analyzed by AI to estimate their age. This comes after Roblox came under fire over a 27-year-old man who was was accused of kidnapping a ten-year-old he met on the gaming platform. Solve the daily Crossword


WIRED
5 days ago
- WIRED
Roblox's New Age Verification Feature Uses AI to Scan Teens' Video Selfies
Jul 17, 2025 3:37 PM Roblox will scan video selfies of teens to assess their ages as part of a new 'Trusted Connections' feature that gives users access to unfiltered chatting with people they know. The app of the online gaming platform Roblox. Photograph:Roblox is rolling out new features aimed at making the platform safer for minors, including a revamped friend system, privacy tools, and age verification services users submit by recording a video selfie. In Roblox's old friend system, players have no distinction between people they know casually or online vs someone they consider a close friend. The platform's new tiered system introduces Connections and 'Trusted Connections' specifically for people that players know and trust. To access Trusted Connections and its benefits, users first need to complete an age verification, which requires them to submit a video selfie. Once they've submitted their video, the company says it's then run against an AI-driven 'diverse dataset' to get an age estimation. If the user appears to be under 13, they will automatically lose access to any features not deemed age appropriate. For users whose ages cannot be determined with 'high confidence,' according to a blog on the company's site, their age remains unconfirmed; they'll need to use ID verification to pass. The company says it will allow for parental consent in the future; biometric data is deleted after 30 days, except where required in the case of a warrant or subpoena. WIRED raised the issue of 13-year-olds not having government-issued IDs to chief safety officer Matt Kaufman in a call. 'That is a problem,' Kaufman says. 'In North America or maybe the United States in particular, that's not common. In other parts of the world, it is much more common to have photo ID.' If a child is unable to obtain verification due to lack of ID, they can get verified through their parents. If their parents are unable to do so for any reason, kids won't be able to use Trusted Connections. Teen users who pass the age check will be able to use the Trusted Connections feature to add anyone ages 13 to 17. Anyone 18 or older will need to be added either via an in-person QR code scan, or via a phone number. With Trusted Connections, Roblox removes filters—which includes inappropriate language and personally identifiable information—on party voice and text chats for users 13 and up. Those communications are still subject to Roblox's community standards and moderation, but the company hopes removing filters will keep users on their platform, rather than moving to spaces like Discord. By keeping players within Roblox, the company can still monitor their activity. A spokesperson told The Verge that includes 'any predatory behavior aimed at manipulating or harming minors, the sexualization of minors, engaging in inappropriate sexual conversations with or requesting sexual content, and any involvement with child sexual abuse material.' Kaufman says the company wants to make Roblox 'safe by default.' That's why the company filters communications even for teenagers who haven't verified their age. 'If parents are uncomfortable with that and it's the right decision for their family, parents can turn off communications through parental controls,' Kaufman says. Roblox is one of the biggest platforms worldwide in video games, especially with kids. According to Kaufman in a press briefing, roughly 98 million people from 180 countries use the platform; Kaufman says that over 60 percent of users are over age 13. The company has struggled, however, with predators and minors' safety. According to a 2024 Bloomberg report, police have arrested at least two dozen people who've used Roblox as a platform for grooming, abuse, or abduction. Roblox has also been the subject of several lawsuits. This includes a class action lawsuit alleging the company harvests user data, including that of minors, and a federal lawsuit alleging a 13-year-old girl was exploited and sexually groomed via Roblox and Discord. In the briefing, Kaufman called Roblox 'one of the safest places online for people to come together and spend time with their friends and their family.' Kirra Pendergast, founder and CEO of Safe on Social—an online safety organization operating worldwide—says Roblox's latest safety measures are largely op-in, therefore putting 'responsibility on minors to identify and manage risks, something that contradicts everything we know about grooming dynamics.' Features like machine learning age estimation tools, for example, can incorrectly categorize users as older or younger; in person code scanning, she says, 'assumes that in-person QR code scanning is inherently safe.' 'Predators frequently use real-world grooming tactics,' says Pendergast. 'A QR scan doesn't verify a trusted relationship. A predator could build trust online, then manipulate the child into scanning a QR code offline thus validating a 'Trusted Connection' in Roblox's system. Real protection would require guardian co-verification of any connections not child-initiated permissions.' Furthermore, says Pendergast, Trusted Connections only applies to chat, which leaves 'large surface areas exposed making it a brittle barrier at best.' When asked how an in-person QR code keeps minors safe from real-world tactics, Kaufman echoed his comment in the press briefing that there is no 'silver bullet.' Instead, he says it's many systems working together. 'Those systems begin with our policies, our community standards,' Kaufman says. 'It's our product which does automated monitoring of things, it's our partnerships, it's people behind the scenes. So we have a whole suite of things that are in place to keep people safe. It is not just a QR code, or it is not just age estimation, it's all of these things acting in concert.' Kaufman says that Roblox is 'going farther' than other platforms by not allowing kids age 13 to 17 to have unfiltered communication without going through Trusted Connections. 'We feel that we're really setting the standard for the world in what it means to have safe, open communication for a teen audience.' According to Roblox's briefing, the updates are part of Roblox's typical development process and haven't been 'influenced by any particular event' or feedback. 'It's not a reaction to something,' Kaufman said. 'This is part of our long term plan to make Roblox as safe as it can possibly be.' In a call with WIRED, Kaufman added that the heightened scrutiny and discussion of the game hasn't had a dramatic impact on the company's plans. 'What we're doing with this announcement is also trying to set the bar for what we think is appropriate for kids,' he says. Looking at technology like generative AI, he says, 'the technology may have changed, but the principles are still the same. We also look at AI as a real opportunity to be able to do some of the things that we do in safety at scale when we think about moderation. AI is central to that.' Kaufman added in that briefing that Roblox believes it's important for parents and guardians to 'build a dialogue' with their kids about online safety. 'It's about having discussions about where they're spending time online, who their friends are, and what they're doing,' Kaufman says. ' That discussion is probably the most important thing to do to keep people safe, and we're investing in the tools to make that happen.' Kaufman says that Roblox is aware that families have different expectations on what's appropriate online behavior. 'If parents make a decision about what's appropriate for their kid, it may not match the decisions that we might make, or I might make for my own family,' he said. 'But that's okay, and we respect that difference.' Dina Lamdany, who leads product for user settings and parental controls, said in that briefing that as teenagers are experimenting with their independence, 'it's really a moment where it's important for them to learn the skills that they need to be safe online.' Teen users can grant dashboard access to their parents, which gives parents the ability to see who their child's trusted connections are. 'We won't be notifying parents proactively right now,' Lamdany says. Online safety, especially for minors, is an ongoing problem in games spaces. Nintendo recently introduced GameChat with the Switch 2, a social feature that allows players to connect with friends without leaving the platform. For younger users, it relies heavily on parental controls, while adults are expected to be proactive in who they chat with. The system's privacy policy warns that it might also 'monitor and record your video and audio interactions with other users,' though some people are concerned about that level of surveillance and argue it makes GameChat less appealing than Discord. Kaufman says that Roblox takes privacy seriously. 'We're the only large platform in the world that has a large number of kids and teens on it, and for that reason, privacy has been built into the foundation of our entire platform,' he says. Pendergast says that if Roblox wants to lead the way in safety, it has to take harder stances. 'It must stop asking children and parents to manage their own protection and start building environments where trust isn't optional, it's engineered in as safety by design,' she says. 'Age estimation, parental dashboards, and AI behavioural monitoring must be default, not optional, creating a baseline of systemic defense, not user-managed or user-guardian managed risk.' Otherwise, Pendergast says, 'parents and children are left to do the heavy lifting often without the digital and online safety literacy required.'


Fast Company
5 days ago
- Business
- Fast Company
Roblox adds features for teens to talk less restrictedly to real-life friends
Roblox, the popular online gaming and social platform among kids and teens, is introducing new chat features for users ages 13 and up, allowing them to connect more directly with trusted real-life friends. Previously, Roblox categorized all connections equally. Now, the platform is adding a new classification called 'trusted connections,' intended for users who know each other outside of Roblox. Verified users 13 and older—typically through a new video-based age estimation system developed with identity verification company Persona —will be able to engage in what the company refers to as unfiltered chat sessions with these trusted contacts. While these voice and text conversations will still be monitored for harmful behavior, they will not support video or photo sharing. 'This makes Roblox the only major platform that will require age verification, like facial age estimation, in order to use private voice or unfiltered chat,' says Ryan Ebanks, principal product manager for social products at Roblox. Age verification is becoming more common across digital platforms. Reddit, for example, recently implemented Persona-powered age verification for users accessing adult content in the UK. In June, the U.S. Supreme Court upheld a Texas law requiring age verification for adult online content. Roblox users can also verify their age by using an official ID, and the company plans to allow parents to verify their children's ages in the future. These efforts are part of Roblox's broader initiative to maintain its appeal among youth and parents while ensuring the platform remains safe—especially in light of high-profile incidents involving predatory behavior and inappropriate and violent content. Despite controversies, Roblox continues to thrive: As of May, its first-quarter revenue rose 29% year over year, to $1.035 billion, and daily active users climbed 26%, to 97.8 million. Allowing unfiltered chats with trusted connections may enhance safety, Ebanks suggests, by discouraging teens from taking conversations to external platforms with weaker safeguards. Roblox will also provide teens with additional guidance on blocking and reporting unwanted interactions. Users younger than 18 can only add adults as trusted connections if they can confirm a real-life relationship—currently by syncing phone contacts or scanning a QR code in person, with safeguards to ensure proper usage. Parents who link their Roblox accounts to their teens' will gain more visibility into their children's activity. They'll be able to see their kids' connections, including which are trusted; track time spent on the platform; monitor top games played; and configure notifications for financial transactions. 'We know that parents are extremely busy, and so we've designed these to really be quick at-a-glance insights that parents can hopefully fit into their busy schedules,' says Dina Lamdany, senior product manager at Roblox. Teens over 13 will also be able to view their own screen time, set daily limits, activate do-not-disturb periods, and better manage who can see their online status. 'We've heard directly from teens that they're really nervous about being too visible online,' Lamdany says. She adds that some developers are even looking forward to logging in without appearing visible to others. These new features reflect Roblox's broader effort to address challenges common to online platforms, such as managing screen time and reducing unwanted communication—while also dealing with the unique responsibilities of serving a young user base. In recent years, Roblox has introduced content tailored to older users, including edgier experiences for those 17 and older, while continuing to invest in educational and safety-focused content for younger players. 'Our goal is that Roblox matures with you—that you can start playing and learning when you're 7, and you can stay on the platform until you're in your 70s—but that the experience you have on Roblox will really adapt and be customized to meet you where you are,' Lamdany says.
Yahoo
11-07-2025
- Business
- Yahoo
Jefferies Lifts PT on Sportradar Group (SRAD) Stock, Maintains Buy
Sportradar Group AG (NASDAQ:SRAD) is one of the Top 10 Software and Technology Stocks to Buy Now. Jefferies analyst David Katz upped the target price on the company's stock to $32 from $27, while maintaining a 'Buy' rating. The firm trimmed estimates for Sportradar Group AG (NASDAQ:SRAD), but has raised its multiple given that it sees the company's strong growth profile. The firm also gave credit for the value of the IMG ARENA deal. Overall, the firm reiterated a bullish view on the online gaming sector. A customer data analyst working at a computer, surrounded by monitors displaying live sports data. IMG ARENA's portfolio is expected to enhance Sportradar Group AG (NASDAQ:SRAD)'s content and product offering and further strengthen the position as a leading content provider in the most bet-upon global sports, such as tennis, soccer, and basketball. Notably, the addition of these betting rights to its content portfolio increases Sportradar Group AG (NASDAQ:SRAD)'s depth and breadth in critical global sports, expanding the content distribution and fueling product development. Thanks to the highly scalable technology platform and extensive client network, Sportradar Group AG (NASDAQ:SRAD) is expected to seamlessly integrate and monetize the rights, fueling incremental value. The acquisition is expected to further accelerate Sportradar Group AG (NASDAQ:SRAD)'s strong revenue, adjusted EBITDA, and cash flow growth. Sportradar Group AG (NASDAQ:SRAD) offers sports data services for the sports betting and media industries. It provides betting technology and solutions, such as betting and gaming content, real-time sports data points, among other offerings. While we acknowledge the potential of SRAD as an investment, we believe certain AI stocks offer greater upside potential and carry less downside risk. If you're looking for an extremely undervalued AI stock that also stands to benefit significantly from Trump-era tariffs and the onshoring trend, see our free report on the best short-term AI stock. READ NEXT: 13 Cheap AI Stocks to Buy According to Analysts and 11 Unstoppable Growth Stocks to Invest in Now Disclosure: None. This article is originally published at Insider Monkey.
Yahoo
10-07-2025
- Business
- Yahoo
Codere Online to Release Financial Results for the Second Quarter 2025 on July 31st
Madrid, Spain and Tel Aviv, Israel, July 10, 2025 (GLOBE NEWSWIRE) – Codere Online Luxembourg, S.A. (Nasdaq: CDRO / CDROW) (the 'Company' or 'Codere Online') a leading online gaming operator in Spain and Latin America, today announced that it will release its second quarter 2025 results prior to 8:30AM US Eastern Time on July 31, 2025. At 8:30AM US Eastern Time on the same day, Codere Online's management will host a conference call to discuss the results and provide a business update. The Company's earnings press release and related materials will be available on Codere Online's website at Dial-in details for the conference call as well as the audio webcast registration link are accessible in the Events & Presentations section of the same website. A recording of the webcast will be available following the conference call. About Codere Online Codere Online refers, collectively, to Codere Online Luxembourg, S.A. and its subsidiaries. Codere Online launched in 2014 as part of the renowned casino operator Codere Group. Codere Online offers online sports betting and online casino through its state-of-the art website and mobile applications. Codere currently operates in its core markets of Spain, Mexico, Colombia, Panama and Argentina. Codere Online's online business is complemented by Codere Group's physical presence throughout Latin America, forming the foundation of the leading omnichannel gaming and casino presence. About Codere GroupCodere Group is a multinational group devoted to entertainment and leisure. It is a leading player in the private gaming industry, with four decades of experience and with presence in seven countries in Europe (Spain and Italy) and Latin America (Argentina, Colombia, Mexico, Panama, and Uruguay). Contacts: Investors and MediaGuillermo Lancha Director, Investor Relations and in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data